示例#1
0
    // Use this for initialization
    void Start()
    {
        chargeMeter = GameObject.Find("ChargeMeter").GetComponent <Slider>();
        player      = GameObject.Find("Player").GetComponent <RigidCharacterMovement>();

        chargeMeter.value = 0f;
    }
示例#2
0
    // Use this for initialization
    void Start()
    {
        player   = GameObject.Find("Player");
        movement = player.GetComponent <RigidCharacterMovement>();

        endScreen = GameObject.Find("EndScreen");
        didIt     = GameObject.Find("DidItIn").GetComponent <Text>();
        endScreen.SetActive(false);

        currentPar = 1;

        mapParText.text     = "Par: " + mapPar;
        currentParText.text = "" + currentPar;
    }
示例#3
0
    public override void OnTriggerEnter(Collider other)
    {
        if (other.tag == "Player")
        {
            RigidCharacterMovement player = other.GetComponent <RigidCharacterMovement>();
            if (!player.weapons[weaponIndexPosition].isEquipped)
            {
                // equip weapon
                player.weapons[weaponIndexPosition].isEquipped = true;
                // apply unique stats to weapon on pickup
                player.weapons[weaponIndexPosition].ApplyUniqueWeaponStats(stats);
                // Make object invisible and not interactable
                if (isRocket)
                {
                    for (int i = 0; i < rends.Length; i++)
                    {
                        rends[i].enabled = false;
                    }
                    for (int i = 0; i < cols.Length; i++)
                    {
                        cols[i].enabled = false;
                    }
                }
                else
                {
                    this.rend.enabled = false;
                    this.col.enabled  = false;
                }

                // run SFX
                onPickup.Invoke();
                // destroiy pickup object once clip has played (double time to be safe)
                Destroy(gameObject, pickupFX.length * 2);
            }
            else
            {
                Debug.Log(player.weapons[weaponIndexPosition].GetType().Name + " Already Equipped");
            }
        }
    }
示例#4
0
    public override void OnTriggerEnter(Collider other)
    {
        if (other.tag == "Player")
        {
            RigidCharacterMovement player = other.GetComponent <RigidCharacterMovement>();

            if (player.currentWeapon.ammoType == ammotype && player.currentWeapon != null)
            {
                if (player.currentWeapon.currentReserves < player.currentWeapon.maxReserves)
                {
                    player.currentWeapon.currentReserves += ammoAmount;

                    if (player.currentWeapon.currentReserves >= player.currentWeapon.maxReserves)
                    {
                        player.currentWeapon.currentReserves = player.currentWeapon.maxReserves;
                    }

                    player.currentWeapon.UpdateAmmoDisplay();

                    Destroy(gameObject);
                }
            }
        }
    }
示例#5
0
 // Use this for initialization
 void Start()
 {
     player = GetComponent <RigidCharacterMovement>();
 }